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Gooey*
#91
I could animate them, I've got Photoshop and am competent at animating.
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ref=Comrade>/Bk/C2B/Gors,1,2//Sploder/
ref=Nindo>/Apk/Bk/Green//unno/
misc>/Diogalesu/
[Image: fFrame1Big.gif][Image: Frame1Big.gif]
[devart]
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#92
Hey Guys. Cant work on Gooey tonight. Im just back here for a minute and am out again.

Anyway, the cancel isn't fluent in terms of the first attack (ie, his back is turned and in the next frame he is magically facing the screen.)
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#93
Would you consider it animated if I had the attacks put into the character designer?
[Image: bJTerlT.png]
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#94
Probably. As long as it looks smooth we can all be happy.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
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#95
Animated the intro and battlepose:
[Image: intro.gif][Image: bp2.gif]

Then put them together here:
[Image: introbp3.gif]

When going from the intro to the battlepose, there should be another frame inbetween so it doesn't look like such a sudden change.
好love好
ref=Comrade>/Bk/C2B/Gors,1,2//Sploder/
ref=Nindo>/Apk/Bk/Green//unno/
misc>/Diogalesu/
[Image: fFrame1Big.gif][Image: Frame1Big.gif]
[devart]
#96
Really? I think it looks good as-is.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#97
I think a transitional frame would be nice. It looks a bit jumpy between the intro and battle pose, IMO
[Image: Bear2.png]
[Image: tumblr_ljk17tWfME1qd7kbno1_250.gif]
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#98
I'll cook one up myself if someone doesn't beat me to it, just to have a reference for you to look at Ton.
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ref=Comrade>/Bk/C2B/Gors,1,2//Sploder/
ref=Nindo>/Apk/Bk/Green//unno/
misc>/Diogalesu/
[Image: fFrame1Big.gif][Image: Frame1Big.gif]
[devart]
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#99
I'm a little more concerned about the fluidity of the attacks, honestly. Namely, the smash attacks. They look like they're missing prep/transition frames, lessening a lot of the impact.
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(10-16-2010, 08:35 PM)Alpha Six Wrote: I'm a little more concerned about the fluidity of the attacks, honestly. Namely, the smash attacks. They look like they're missing prep/transition frames, lessening a lot of the impact.
I'm actually confused as to how to animate them myself due to this very problem, I don't feasible see how they are supposed to work.
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ref=Comrade>/Bk/C2B/Gors,1,2//Sploder/
ref=Nindo>/Apk/Bk/Green//unno/
misc>/Diogalesu/
[Image: fFrame1Big.gif][Image: Frame1Big.gif]
[devart]
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The Up Smash basically dosent move. The Side smash rolls foreward (if possible I was thinking that in the game it bounces back, still rolling, like Jigglypuff when its Standard B move is fully charged and hits someone), and the down smash jumps in the air.
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up smash:
[Image: us.gif]
[Image: us1.gif]

Thought it could do with some more impact, so I removed one of the frames.
[Image: usm.gif]

welp, nevermind about those images
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ref=Comrade>/Bk/C2B/Gors,1,2//Sploder/
ref=Nindo>/Apk/Bk/Green//unno/
misc>/Diogalesu/
[Image: fFrame1Big.gif][Image: Frame1Big.gif]
[devart]
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Have you played the engine? The game shows how it should look. That... doesn't.
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(10-17-2010, 11:15 AM)DeepSeaTooth Wrote: Have you played the engine? The game shows how it should look. That... doesn't.

Oh, I didn't realize there was a playable engine, that is my mistake.
I'll check it out.

Welp, all the animations are already in game. Looks like I'm not actually doing anything to help so nevermind about animating the stuff.
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ref=Comrade>/Bk/C2B/Gors,1,2//Sploder/
ref=Nindo>/Apk/Bk/Green//unno/
misc>/Diogalesu/
[Image: fFrame1Big.gif][Image: Frame1Big.gif]
[devart]
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(10-12-2010, 05:54 AM)Alpha Six Wrote: By the way, can we see some of these animated? I have the slightest feeling that some of these animations might be lacking "impact."

Actually, we need animations to see how they look
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